Automated analysis is the main advantage to working with a modern statically typed compiled language like C++. Code analysis tools can inform us when we have implemented an operator overload with a non-canonical form, when we should have made a method const, or when the scope of a variable can be reduced.
; /usr/local/bin/nasm -f macho 32.asm && ld -macosx_version_min 10.7.0 -o 32 32.o && ./32 | |
global start | |
section .text | |
start: | |
push dword msg.len | |
push dword msg | |
push dword 1 | |
mov eax, 4 |
Here's a list of mildly interesting things about the C language that I learned mostly by consuming Clang's ASTs. Although surprises are getting sparser, I might continue to update this document over time.
There are many more mildly interesting features of C++, but the language is literally known for being weird, whereas C is usually considered smaller and simpler, so this is (almost) only about C.
1. Combined type and variable/field declaration, inside a struct scope [https://godbolt.org/g/Rh94Go]
struct foo {
struct bar {
int x;
#include <time.h> // Robert Nystrom | |
#include <stdio.h> // @munificentbob | |
#include <stdlib.h> // for Ginny | |
#define r return // 2008-2019 | |
#define l(a, b, c, d) for (i y=a;y\ | |
<b; y++) for (int x = c; x < d; x++) | |
typedef int i;const i H=40;const i W | |
=80;i m[40][80];i g(i x){r rand()%x; | |
}void cave(i s){i w=g(10)+5;i h=g(6) | |
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u |
- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https: